L L4D2node

CBaseServer::Unreserve

0x0010ee30 · 123 bytes · __thiscall

_ZN11CBaseServer9UnreserveEv

Decompiled

undefined (1 param)

/* CBaseServer::Unreserve() */

void __thiscall CBaseServer::Unreserve(CBaseServer *this)

{
  if (*(int *)(this + 0x170) == 0 && *(int *)(this + 0x16c) == 0) {
    Msg("Server is not currently reserved.\n");
    UpdateGameType(this);
    return;
  }
  Msg("Server was reserved for %d more seconds.  Reservation cleared.\n",
      (int)((double)*(float *)(this + 0x174) - net_time));
  *(undefined4 *)(this + 0x174) = 0;
  CGameServer::UpdateHibernationState((CGameServer *)&sv);
  UpdateGameType(this);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)